public CombatMissionsBehavior() { _lastPulse = DateTime.MinValue; _random = new Random(); _salvage = new Salvage(); _combat = new Combat(); _drones = new Drones(); _unloadLoot = new UnloadLoot(); _agentInteraction = new AgentInteraction(); _arm = new Arm(); _courierMissionCtrl = new CourierMissionCtrl(); _switchShip = new SwitchShip(); _combatMissionCtrl = new CombatMissionCtrl(); _panic = new Panic(); _storyline = new Storyline(); _statistics = new Statistics(); _watch = new Stopwatch(); // // this is combat mission specific and needs to be generalized // Settings.Instance.SettingsLoaded += SettingsLoaded; // States.CurrentCombatMissionBehaviorState fixed on ExecuteMission _States.CurrentCombatMissionBehaviorState = CombatMissionsBehaviorState.Idle; _States.CurrentArmState = ArmState.Idle; _States.CurrentUnloadLootState = UnloadLootState.Idle; _States.CurrentTravelerState = TravelerState.AtDestination; }
public CombatMissionsBehavior() { _lastPulse = DateTime.MinValue; _random = new Random(); _courierMissionCtrl = new CourierMissionCtrl(); _combatMissionCtrl = new CombatMissionCtrl(); _storyline = new Storyline(); // // this is combat mission specific and needs to be generalized // QuestorSettings.Instance.SettingsLoaded += SettingsLoaded; // States.CurrentCombatMissionBehaviorState fixed on ExecuteMission _States.CurrentCombatMissionBehaviorState = CombatMissionsBehaviorState.Idle; _States.CurrentArmState = ArmState.Idle; _States.CurrentUnloadLootState = UnloadLootState.Idle; _States.CurrentTravelerState = TravelerState.AtDestination; }